LEVEL-DESIGN.org News Roundup – Volume 55
I’m back after a long break! I’ve found a lot of awesome level design resources that you cannot miss, take a look and enjoy!
Useful Tools:
Articles:
- Cyberpunk 2077 Blockouts – Before/After – Matt Does Design – Part 1 – Part 2
- The Theory of The Place: A level design philosophy for Unexplored 2
- The Last Of US Part 2 -Level Design Study
- A Behind-the-Scenes Look at Horizon Forbidden West’s Level Design
- A Short Guide on Level Design from Plarium
- Warhammer 40k: Darktide Dev Blog: Level Design on Steam and on Official Website
Art Station:
Videos:
- The Beauty of Quake
- Level Design Learning – Retrospective: The Dark Tide I – Twitch
- Other Places: The Arcology (The Ascent)
- “Vascular System” (KORG Gadget) – Dark Souls Bird’s-eye Views
- Making It Takes Two’s Best Level – Game Maker’s Toolkit
- Why You (Probably) Didn’t Get Lost in Metroid Dread – Game Maker’s Toolkit
- The World Design of Elden Ring – Game Maker’s Toolkit
- The Good Sewer Level Episode 4: HL2 “Route Kanal”
- Breadcrumbing in Level Design: Guiding your player from A to B
- Explicit, Implicit & Emergent Narrative for Level Design
- Level Design for Stealth Games
- Gate your content to improve your Level Design
- Level Design Studies: Halo “The Silent Cartographer”
- Quake Mapping Tips: Difficulty Balance in Level Design
- Struggling to practice level design? This is why – Steve Lee
- How Bethesda built the worlds of Skyrim and Fallout – Steve Lee
- 8 Common Problems with Level Layouts / Blockouts – Steve Lee
- Why “Speed Level Design” videos are so misleading – Steve Lee
- How Modern Warfare 2 levels were made (Call of Duty level design process) – Steve Lee
- Why Making Titanfall was Hard (from 2 Respawn design leads) – Steve Lee
- How to get past the “blank canvas” in level design – Steve Lee
- How to make a Portal 2 puzzle in 60 seconds – Steve Lee
- PRACTICE 2015: Mare Sheppard
- Halo Infinite: ‘Streets’ Multiplayer Map Revealed – IGN First
- Level Design Rant #1: Teaching Moments
- Why Bloodborne’s Level Design is the Perfect Invisible Teacher – The Escapist
- The Worst Level in Every Nintendo Franchise
- LD046 | Level and Campaign Design with Dana Nightingale (Arkane Lyon)
- LD047 | The World of Sable with Gregorios Kythreotis
- func_podcast – Episode 2 – Push and Pull (in AI and game design)
- func_podcast – Episode 3 – Level Design Process (with AI and game design)
- GDC ’19 – ‘Real World Level Design’ & ‘Playgrounds and Level Design’
- GDC ’21 – Exploration in ‘Ghost of Tsushima’: Letting the Island Guide You
- The Basics of Level Art & Level Design – Marija Josifović & Mihailo Novaković (Ubisoft Belgrade)
- SDC ’22 – Level Design from Prototype to Player on Hood: Outlaws & Legends | Sumo Digital
- SDC ’22 – Design Sensibilities for a Collaborative Culture
- Kiwi Talks #114 – Kynan Pearson Interview (Metroid Prime 2, Donkey Kong, Level Design, Management etc.)
- How I became a AAA Game Developer │ Starting a Career in Level Design #1 – The Design Den
- Nice Games Club – Level and Interaction Design with Nina Marotta
- Dev Game Club Ep 330: Dead Space Bonus Interview with Rosie Katz
- Project IGI Inspired Game Level Design Made In Unity 3D
- God of War Ragnarok – Official ‘Building a Realm’ Behind The Scenes (Spoilers)
- How Mood Impacts Level Design
- Intro to Level Design | Design Workshop ep.1
- Create Random Level Design For Your Video Game – With GDevelop
- Why Level design? – Level Design Masterclass #2
- The Controversy Of Modern Mario – Level Design Masterclass #5
- Analysis 2: 2 Levels From NSMBU – Level Design Masterclass #7
- Different Levels Of Mechanics – Level Design Masterclass #9
- The Best 2D Platformer? – Level Design Masterclass #11
- The Lost Art Of Difficulty – Level Design Masterclass #14
- Planning A Level – Level Design Masterclass #16
- Level Design Is Design – Level Design Masterclass #17
- Hiding Secrets – Level Design Masterclass #22
- How Psychonauts Used Level Design to Tell a Story
- Team Fortress 2 Level Design Walkthrough – Topsoil
- Level Design Changes | Update 1.10 Developer Live Stream Highlights – Hunt: Showdown
- Konsoll 2021: Max Pears – Conversing with Players: Spatial Composition
- Konsoll 2020: Max Pears – Crafting level design for combat
- TOMB RAIDER III Map Walkthrough
- TOMB RAIDER II Map Walkthrough
- DARK SOULS Illustrated Map Walkthrough
- ALONE IN THE DARK (1992) Illustrated Map Walkthrough
- GOD OF WAR (2005) Map Walkthrough
LEVEL-DESIGN.org Reference Database Updates: